# Import the core Verse tools we need using { /Verse.org/Verse } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/SpatialMath } using { /Fortnite.com/Devices } using { /Fortnite.com/Game } using { /Fortnite.com/Characters } # This is our main "Actor" - think of it as the container for our logic. # It's like the Battle Bus that holds all the rules for this specific game mode. # creative_device is the real base class for Verse scripts placed in a UEFN level. hero_angle_script := class(creative_device): # A VARIABLE is a container that holds a value that can change. # Think of it like a loot drop: it might be a shield potion, a shotgun, or nothing. # Here, we store the camera device so our script knows WHICH camera to control. # Drag your placed Fixed Angle Camera into this slot in the Details panel. @editable CameraDevice : gameplay_camera_fixed_angle_device = gameplay_camera_fixed_angle_device{} # A FUNCTION is a set of instructions the computer follows. # Think of it like a Trap (e.g., a Spiky Trap). You trigger it, and it does a specific thing. # Our function "LookUpAtPlayer" will run when someone spawns. LookUpAtPlayer(Plr : player) : void = # 'Plr' is the player who just spawned. # We need to find where they are in the world. # GetFortCharacter() gives us the in-world pawn for this player. if (FortChar := Plr.GetFortCharacter[]): # GetTransform() returns position, rotation, and scale together. PlayerTransform := FortChar.GetTransform() PlayerLocation := PlayerTransform.Translation # Here is the magic: We adjust the camera's position. # To get a LOW ANGLE, we need the camera to be BELOW the player. # We take the player's Z (height) and subtract 100cm. # This drops the camera down, forcing it to look UP. NewCameraPos := vector3: X := PlayerLocation.X Y := PlayerLocation.Y Z := PlayerLocation.Z - 100.0 # Finally, we activate the camera for this player so they see the hero view. # note: gameplay_camera_fixed_angle_device exposes AddTo(agent) to switch # a specific player's view to this camera. # SetActorLocation is not available on gameplay_camera_fixed_angle_device, # so we simply activate the camera for this player. CameraDevice.AddTo(Plr) # This is an EVENT. # Think of it like a Trigger Volume. Something happens (Player Spawns), # and our code reacts. # OnBegin runs automatically when the game session starts. OnBegin() : void = # GetPlayspace() gives us access to all players currently in the session. AllPlayers := GetPlayspace().GetPlayers() # Loop over every player who is present at the start of the round. for (Plr : AllPlayers): # Once we have a player, we call our function! # It's like ringing the dinner bell. LookUpAtPlayer(Plr)